提交 dd525603 编写于 作者: M Mr.doob

Some basic performance optimisations on voxel examples. Bottleneck is still Ray caster anyway :/

上级 a6379a26
......@@ -151,6 +151,8 @@
voxel.position.x = Math.floor( position.x / 50 ) * 50 + 25;
voxel.position.y = Math.floor( position.y / 50 ) * 50 + 25;
voxel.position.z = Math.floor( position.z / 50 ) * 50 + 25;
voxel.matrixAutoUpdate = false;
voxel.updateMatrix();
voxel.overdraw = true;
scene.addObject( voxel );
......
......@@ -189,7 +189,8 @@
var voxel = new THREE.Mesh( cubeGeo, cubeMaterial );
voxel.position.copy( voxelPosition );
voxel.matrixAutoUpdate = false;
voxel.updateMatrix();
scene.addObject( voxel );
}
......
......@@ -72,20 +72,20 @@ THREE.Matrix4.prototype = {
var x = THREE.Matrix4.__v1, y = THREE.Matrix4.__v2, z = THREE.Matrix4.__v3;
z.sub( eye, center ).normalize();
if ( z.length() === 0 ) {
z.z = 1;
}
x.cross( up, z ).normalize();
if ( x.length() === 0 ) {
z.x += 0.0001;
x.cross( up, z ).normalize();
}
y.cross( z, x ).normalize();
......
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